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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <funcpoint.h> 39
39#include <loader.h> 40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
40 44
41extern char *spell_mapping[]; 45extern char *spell_mapping[];
42 46
43static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
44 48
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
46 50
47typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
48 const char *, 52 const char *,
49 treasurelist *, 53 treasurelist *,
50 str_hash, 54 str_hash,
51 str_equal, 55 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 56 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 57> tl_map_t;
55 58
56static tl_map_t tl_map; 59static tl_map_t tl_map;
60
61//TODO: class method
62static void free_treasurestruct (treasure *t); // bleh desu
63static void
64clear (treasurelist *tl)
65{
66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
71
72 tl->total_chance = 0;
73}
57 74
58/* 75/*
59 * Searches for the given treasurelist 76 * Searches for the given treasurelist
60 */ 77 */
61treasurelist * 78treasurelist *
93 } 110 }
94 111
95 return tl; 112 return tl;
96} 113}
97 114
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 115#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 116/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 117 * so that the treasure name can be printed out
114 */ 118 */
115static void 119static void
140 144
141 f.next (); 145 f.next ();
142 146
143 for (;;) 147 for (;;)
144 { 148 {
145 coroapi::cede_to_tick_every (10); 149 coroapi::cede_to_tick ();
146 150
147 switch (f.kw) 151 switch (f.kw)
148 { 152 {
149 case KW_arch: 153 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 154 t->item = archetype::find (f.get_str ());
155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
151 break; 162 break;
152 163
153 case KW_list: f.get (t->name); break; 164 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 165 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 166 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 180 t->next = read_treasure (f);
170 return t; 181 return t;
171 182
172 default: 183 default:
173 if (!f.parse_error ("treasurelist", t->name)) 184 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 185 goto error;
175 186
176 return t; 187 return t;
177 } 188 }
178 189
179 f.next (); 190 f.next ();
180 } 191 }
192
193 // not reached
194
195error:
196 delete t;
197 return 0;
181} 198}
182 199
183/* 200/*
184 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
185 */ 202 */
197 214
198 /* This is a one of the many items on the list should be generated. 215 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 216 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 217 * fields of the treasures are not being used.
201 */ 218 */
202 tl->total_chance = 0;
203
204 if (one) 219 if (one)
205 { 220 {
206 for (treasure *t = tl->items; t; t = t->next) 221 for (treasure *t = tl->items; t; t = t->next)
207 { 222 {
208 if (t->next_yes || t->next_no) 223 if (t->next_yes || t->next_no)
209 { 224 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 227 }
213 228
214 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
215 } 230 }
230 * start with equipment, but only their abilities). 245 * start with equipment, but only their abilities).
231 */ 246 */
232static void 247static void
233put_treasure (object *op, object *creator, int flags) 248put_treasure (object *op, object *creator, int flags)
234{ 249{
235 object *tmp; 250 if (flags & GT_ENVIRONMENT)
236 251 {
237 /* Bit of a hack - spells should never be put onto the map. The entire 252 /* Bit of a hack - spells should never be put onto the map. The entire
238 * treasure stuff is a problem - there is no clear idea of knowing 253 * treasure stuff is a problem - there is no clear idea of knowing
239 * this is the original object, or if this is an object that should be created 254 * this is the original object, or if this is an object that should be created
240 * by another object. 255 * by another object.
241 */ 256 */
242 if (flags & GT_ENVIRONMENT && op->type != SPELL) 257 //TODO: flag such as objects... as such (no drop, anybody?)
243 { 258 if (op->type == SPELL)
244 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 259 {
260 op->destroy ();
261 return;
262 }
263
264 op->expand_tail ();
265
266 if (!creator->is_on_map ()
267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
268 op->destroy ();
269 else
270 {
271 op->flag [FLAG_OBJ_ORIGINAL] = true;
245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273 }
246 } 274 }
247 else 275 else
248 { 276 {
249 op = creator->insert (op); 277 op = creator->insert (op);
250 278
251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
252 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
253
254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
255 esrv_send_item (tmp, op);
256 } 281 }
257} 282}
258 283
259/* if there are change_xxx commands in the treasure, we include the changes 284/* if there are change_xxx commands in the treasure, we include the changes
260 * in the generated object 285 * in the generated object
289 else 314 else
290 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
291 } 316 }
292 else 317 else
293 { 318 {
294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
295 { 320 {
296 object *tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
297 322
298 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
299 tmp->nrof = rndm (t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
300 325
301 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
346 create_treasure (tl, op, flag, difficulty, tries); 371 create_treasure (tl, op, flag, difficulty, tries);
347 } 372 }
348 else if (t->nrof) 373 else if (t->nrof)
349 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
350 } 375 }
351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
352 { 377 {
353 if (object *tmp = arch_to_object (t->item)) 378 if (object *tmp = t->item->instance ())
354 { 379 {
355 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = rndm (t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
357 382
358 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 change_treasure (t, tmp); 384 change_treasure (t, tmp);
360 put_treasure (tmp, op, flag); 385 put_treasure (tmp, op, flag);
361 } 386 }
362 } 387 }
388}
389
390void
391object::create_treasure (treasurelist *tl, int flags)
392{
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
363} 394}
364 395
365/* This calls the appropriate treasure creation function. tries is passed 396/* This calls the appropriate treasure creation function. tries is passed
366 * to determine how many list transitions or attempts to create treasure 397 * to determine how many list transitions or attempts to create treasure
367 * have been made. It is really in place to prevent infinite loops with 398 * have been made. It is really in place to prevent infinite loops with
380 { 411 {
381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382 return; 413 return;
383 } 414 }
384 415
416 if (op->flag [FLAG_TREASURE_ENV])
417 {
418 // do not generate items when there already is something above the object
419 if (op->flag [FLAG_IS_FLOOR] && op->above)
420 return;
421
422 flag |= GT_ENVIRONMENT;
423 }
424
385 if (tl->total_chance) 425 if (tl->total_chance)
386 create_one_treasure (tl, op, flag, difficulty, tries); 426 create_one_treasure (tl, op, flag, difficulty, tries);
387 else 427 else
388 create_all_treasures (tl->items, op, flag, difficulty, tries); 428 create_all_treasures (tl->items, op, flag, difficulty, tries);
389} 429}
409 449
410 if (ob->inv) 450 if (ob->inv)
411 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
412 452
413 ob->destroy (); 453 ob->destroy ();
454
414 return tmp; 455 return tmp;
415} 456}
416 457
417/* 458/*
418 * This is a new way of calculating the chance for an item to have 459 * This is a new way of calculating the chance for an item to have
455 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
456 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
457 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
458}; 499};
459 500
460/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
461 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
462 * 503 *
463 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
465 */ 506 */
466int 507static int
467level_for_item (const object *op, int difficulty) 508level_for_item (const object *op, int difficulty)
468{ 509{
469 int olevel = 0;
470
471 if (!op->inv) 510 if (!op->inv)
472 { 511 {
473 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 512 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
474 return 0; 513 return 0;
475 } 514 }
476 515
477 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
478 517
479 if (olevel <= 0) 518 if (olevel <= 0)
480 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
481 520
482 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
483 olevel = MAXLEVEL;
484
485 return olevel;
486} 522}
487 523
488/* 524/*
489 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
490 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
493 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
494 * Scaling difficulty by max_level, as difficulty is a level and not some 530 * Scaling difficulty by max_level, as difficulty is a level and not some
495 * weird integer between 1-31. 531 * weird integer between 1-31.
496 * 532 *
497 */ 533 */
498int 534static int
499magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
500{ 536{
501 int percent = 0, magic = 0;
502 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
503 539
504 scaled_diff--;
505
506 if (scaled_diff < 0)
507 scaled_diff = 0;
508
509 if (scaled_diff >= DIFFLEVELS)
510 scaled_diff = DIFFLEVELS - 1;
511
512 percent = rndm (100); 540 int percent = rndm (100);
541 int magic;
513 542
514 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
515 { 544 {
516 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
517 546
518 if (percent < 0) 547 if (percent < 0)
519 break; 548 break;
520 } 549 }
521 550
522 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
523 { 552 {
524 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
525 magic = 0; 554 magic = 0;
526 } 555 }
527 556
535 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
536 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
537 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
538 * to make it truly absolute. 567 * to make it truly absolute.
539 */ 568 */
540
541void 569void
542set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
543{ 571{
544 if (!magic) 572 if (!magic)
545 return; 573 return;
546 574
547 op->magic = magic; 575 op->magic = magic;
548 if (op->arch) 576 if (op->arch)
549 { 577 {
550 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
552 580
553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
554 magic = (-magic); 582 magic = (-magic);
583
555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
556 } 585 }
557 else 586 else
558 { 587 {
559 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
561 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
562 magic = (-magic); 592 magic = (-magic);
593
563 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
564 } 595 }
565} 596}
566 597
567/* 598/*
570 */ 601 */
571 602
572static void 603static void
573set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
574{ 605{
575 int i;
576
577 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
578 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
579 i = -i; 609 i = -i;
610
580 if (i > max_magic) 611 i = min (i, max_magic);
581 i = max_magic; 612
582 set_abs_magic (op, i); 613 set_abs_magic (op, i);
583 if (i < 0) 614 if (i < 0)
584 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
585} 616}
586 617
587/* 618/*
588 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
589 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
590 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
591 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
592 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
593 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
594 */ 625 */
595void 626static void
596set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
597{ 628{
598
599 int r = rndm (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
600 630
601 if (op->type == AMULET) 631 if (op->type == AMULET)
602 {
603 if (!(rndm (21))) 632 if (!rndm (21))
604 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
605 else 636 else
606 {
607 if (rndm (2))
608 r = 10;
609 else
610 r = 11 + rndm (9); 637 r = 11 + rndm (9);
611 }
612 }
613 638
614 switch (r) 639 switch (r)
615 { 640 {
616 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
617 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
618 * of the item. 643 * of the item.
619 */ 644 */
620 case 0: 645 case 0:
621 case 1: 646 case 1:
622 case 2: 647 case 2:
623 case 3: 648 case 3:
624 case 4: 649 case 4:
625 case 5: 650 case 5:
626 case 6: 651 case 6:
627 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
628 break; 653 break;
629 654
630 case 7: 655 case 7:
631 op->stats.dam += bonus; 656 op->stats.dam += bonus;
632 break; 657 break;
664 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
665 * even values. 690 * even values.
666 */ 691 */
667 if (bonus < 0) 692 if (bonus < 0)
668 val = 2 * -val - rndm (b); 693 val = 2 * -val - rndm (b);
669 if (val > 35) 694
670 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
671 b = 0; 697 b = 0;
672 698
673 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
674 resist = rndm (num_resist_table); 700 resist = rndm (num_resist_table);
675 701
683 break; 709 break;
684 } 710 }
685 case 20: 711 case 20:
686 if (op->type == AMULET) 712 if (op->type == AMULET)
687 { 713 {
688 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
689 op->value *= 11; 715 op->value *= 11;
690 } 716 }
691 else 717 else
692 { 718 {
693 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
696 break; 722 break;
697 723
698 case 21: 724 case 21:
699 if (op->type == AMULET) 725 if (op->type == AMULET)
700 { 726 {
701 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
702 op->value *= 9; 728 op->value *= 9;
703 } 729 }
704 else 730 else
705 { 731 {
706 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
708 } 734 }
709 break; 735 break;
710 736
711 case 22: 737 case 22:
712 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
713 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
714 break; 740 break;
715 } 741 }
716 742
717 if (bonus > 0) 743 if (bonus > 0)
718 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
719 else 745 else
720 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
721} 747}
722 748
723/* 749/*
724 * get_magic(diff) will return a random number between 0 and 4. 750 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 751 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 754 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 756 */
731int 757static int
732get_magic (int diff) 758get_magic (int diff)
733{ 759{
734 int i; 760 diff = min (3, diff);
735 761
736 if (diff < 3)
737 diff = 3;
738
739 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
740 if (rndm (diff)) 763 if (rndm (diff))
741 return i; 764 return i;
742 765
743 return 4; 766 return 4;
744} 767}
745 768
769/* special_potion() - so that old potion code is still done right. */
770static int
771special_potion (object *op)
772{
773 if (op->attacktype)
774 return 1;
775
776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777 return 1;
778
779 for (int i = 0; i < NROFATTACKS; i++)
780 if (op->resist[i])
781 return 1;
782
783 return 0;
784}
785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
746#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
747#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
748 811
749/* 812/*
750 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
751 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
752 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
753 */ 816 */
754 817
755/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
756 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
757 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
758 * way to do this? b.t. */ 821 * way to do this? b.t. */
759 822
760/* 823/*
761 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
762 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
785 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
786 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
787 op->randomitems = 0; 850 op->randomitems = 0;
788 } 851 }
789 852
790 if (difficulty < 1) 853 max_it (difficulty, 1);
791 difficulty = 1;
792 854
793 if (INVOKE_OBJECT (ADD_BONUS, op, 855 if (INVOKE_OBJECT (ADD_BONUS, op,
794 ARG_OBJECT (creator != op ? creator : 0), 856 ARG_OBJECT (creator != op ? creator : 0),
795 ARG_INT (difficulty), ARG_INT (max_magic), 857 ARG_INT (difficulty), ARG_INT (max_magic),
796 ARG_INT (flags))) 858 ARG_INT (flags)))
797 return; 859 return;
798 860
799 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
800 { 862 {
801 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
802 { 864 {
803 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
804 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
805 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
806 } 868 }
811 873
812 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
813 875
814 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 876 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
815 || op->type == HORN 877 || op->type == HORN
816 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 878 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
817 * used for shop_floors or treasures */
818 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
819 } 880 }
820 881
821 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
822 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
856 * again below */ 917 * again below */
857 } 918 }
858 } 919 }
859 920
860 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
861 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
862 923
863 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
864 { 925 {
865 if (op->type == POTION) 926 if (op->type == POTION)
866 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
867 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
868 { 929 {
869 object *tmp;
870
871 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
872 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
873 op->stats.sp = 0; 932 op->stats.sp = 0;
874 } 933 }
875 } 934 }
876 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
879 case WEAPON: 938 case WEAPON:
880 case ARMOUR: 939 case ARMOUR:
881 case SHIELD: 940 case SHIELD:
882 case HELMET: 941 case HELMET:
883 case CLOAK: 942 case CLOAK:
884 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
885 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
886 break; 945 break;
887 946
888 case BRACERS: 947 case BRACERS:
889 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
890 { 949 {
891 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
892 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
893 op->value *= 3; 952 op->value *= 3;
894 } 953 }
895 break; 954 break;
896 955
897 case POTION: 956 case POTION:
898 { 957 {
899 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
900 959
901 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
902 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
903 { 962 {
904 object *tmp;
905
906 tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
907 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
908 op->stats.sp = 0; 965 op->stats.sp = 0;
909 } 966 }
910 967
911 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
912 { 969 {
913 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
914 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
915 break; 972 break;
916 } 973 }
919 * since the value set on those is already correct. 976 * since the value set on those is already correct.
920 */ 977 */
921 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
922 { 979 {
923 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
924 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
925 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
926 } 983 }
927 else 984 else
928 { 985 {
929 op->name = "potion"; 986 op->name = shstr_potion;
930 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
931 } 988 }
932 989
933 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
934 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
992
935 break; 993 break;
936 } 994 }
937 995
938 case AMULET: 996 case AMULET:
939 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
940 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
941 999
942 case RING: 1000 case RING:
943 if (op->arch == NULL)
944 {
945 op->destroy ();
946 op = 0;
947 break;
948 }
949
950 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
951 break; 1002 break;
952 1003
953 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
954 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
955 1006
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
957 1008
958 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
959 break; 1010 break;
960 1011
961 if (!(rndm (4))) 1012 if (!rndm (4))
962 { 1013 {
963 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
964 1015
965 if (d > 0) 1016 if (d > 0)
966 op->value *= 3; 1017 op->value *= 3;
967 1018
968 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
969 1020
970 if (!(rndm (4))) 1021 if (!rndm (4))
971 { 1022 {
972 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
973 1024
974 if (d > 0) 1025 if (d > 0)
975 op->value *= 5; 1026 op->value *= 5;
1027
976 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
977 } 1029 }
978 } 1030 }
979 1031
980 if (GET_ANIM_ID (op)) 1032 if (op->animation_id)
981 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1033 op->set_anim_frame (rndm (op->anim_frames ()));
982 1034
983 break; 1035 break;
984 1036
985 case BOOK: 1037 case BOOK:
986 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
988 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
989 */ 1041 */
990 if (!op->msg && rndm (10)) 1042 if (!op->msg && rndm (10))
991 { 1043 {
992 /* set the book level properly */ 1044 /* set the book level properly */
993 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
994 { 1046 {
995 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
996 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
997 else 1049 else
998 op->level = rndm (20) + 1; 1050 op->level = rndm (20) + 1;
1001 op->level = rndm (creator->level); 1053 op->level = rndm (creator->level);
1002 1054
1003 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1055 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1004 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1005 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1006 /* creator related stuff */
1007
1008 /* for library, chained books. Note that some monsters have no_pick
1009 * set - we don't want to set no pick in that case.
1010 */
1011 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1012 SET_FLAG (op, FLAG_NO_PICK);
1013 if (creator->slaying && !op->slaying) /* for check_inv floors */
1014 op->slaying = creator->slaying;
1015 1058
1016 /* add exp so reading it gives xp (once) */ 1059 /* add exp so reading it gives xp (once) */
1017 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1018 } 1061 }
1062
1063 /* creator related stuff */
1064
1065 /* for library, chained books. Note that some monsters have no_pick
1066 * set - we don't want to set no pick in that case.
1067 */
1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069 op->set_flag (FLAG_NO_PICK);
1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071 op->slaying = creator->slaying;
1019 break; 1072 break;
1020 1073
1021 case SPELLBOOK: 1074 case SPELLBOOK:
1022 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1023 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1024 op->level = op->inv->level; 1078 op->level = op->inv->level;
1025 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1026 break; 1080 break;
1027 1081
1031 * and reset nrof. 1085 * and reset nrof.
1032 */ 1086 */
1033 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1034 op->nrof = 1; 1088 op->nrof = 1;
1035 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1036 * for it, and adjust price. If the spell doesn't 1090 * for it.
1037 * change by level, just set the wand to the level of
1038 * the spell, and value calculation is simpler.
1039 */ 1091 */
1040 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1041 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1042 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1043 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1044 }
1045 else 1096 else
1046 {
1047 op->level = op->inv->level; 1097 op->level = op->inv->level;
1048 op->value = op->value * op->inv->value; 1098
1049 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1050 break; 1100 break;
1051 1101
1052 case ROD: 1102 case ROD:
1053 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1054 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1055 * reasonable. Otherwise, a high level version of a low level 1105
1056 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1057 * 10 time multiplier). This way, the value are a bit more reasonable.
1058 */
1059 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1060 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1061 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1062 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1063 else 1109 else
1064 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1065 1111
1066 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1067 break; 1113 break;
1068 1114
1069 case SCROLL: 1115 case SCROLL:
1070 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1071 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1072 1118
1073 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1074 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1075 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1076 break; 1122 break;
1084 break; 1130 break;
1085 } /* switch type */ 1131 } /* switch type */
1086 1132
1087 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1088 { 1134 {
1089 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1090 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1091 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1092 op->value = 0; 1138 op->value = 0;
1093 } 1139 }
1094 1140
1095 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1106 1152
1107/* 1153/*
1108 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1109 */ 1155 */
1110static artifactlist * 1156static artifactlist *
1111get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1112{ 1158{
1113 return salloc0 <artifactlist> (); 1159 return salloc0<artifactlist> ();
1114} 1160}
1115 1161
1116/* 1162/*
1117 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1118 */ 1164 */
1119static artifact * 1165static artifact *
1120get_empty_artifact (void) 1166get_empty_artifact ()
1121{ 1167{
1122 return salloc0 <artifact> (); 1168 return salloc0<artifact> ();
1123} 1169}
1124 1170
1125/* 1171/*
1126 * Searches the artifact lists and returns one that has the same type 1172 * Searches the artifact lists and returns one that has the same type
1127 * of objects on it. 1173 * of objects on it.
1135 1181
1136 return 0; 1182 return 0;
1137} 1183}
1138 1184
1139/* 1185/*
1140 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1141 */ 1187 */
1142void 1188void
1143dump_artifacts (void)
1144{
1145 artifactlist *al;
1146 artifact *art;
1147 linked_char *next;
1148
1149 fprintf (logfile, "\n");
1150 for (al = first_artifactlist; al != NULL; al = al->next)
1151 {
1152 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1153 for (art = al->items; art != NULL; art = art->next)
1154 {
1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1156 if (art->allowed != NULL)
1157 {
1158 fprintf (logfile, "\tallowed combinations:");
1159 for (next = art->allowed; next != NULL; next = next->next)
1160 fprintf (logfile, "%s,", &next->name);
1161 fprintf (logfile, "\n");
1162 }
1163 }
1164 }
1165 fprintf (logfile, "\n");
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all treasures recursively (see below).
1170 */
1171void
1172dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1173{
1174 treasurelist *tl;
1175 int i;
1176
1177 if (depth > 100)
1178 return;
1179
1180 while (t)
1181 {
1182 if (t->name)
1183 {
1184 for (i = 0; i < depth; i++)
1185 fprintf (logfile, " ");
1186
1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1189 tl = treasurelist::find (t->name);
1190 if (tl)
1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1193 for (i = 0; i < depth; i++)
1194 fprintf (logfile, " ");
1195
1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1197 }
1198 else
1199 {
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 if (t->item && t->item->clone.type == FLESH)
1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1205 else
1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1207 }
1208
1209 if (t->next_yes)
1210 {
1211 for (i = 0; i < depth; i++)
1212 fprintf (logfile, " ");
1213
1214 fprintf (logfile, " (if yes)\n");
1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1216 }
1217
1218 if (t->next_no)
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 fprintf (logfile, " (if no)\n");
1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1225 }
1226
1227 t = t->next;
1228 }
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures for a given monster.
1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1234 */
1235void
1236dump_monster_treasure (const char *name)
1237{
1238 archetype *at;
1239 int found;
1240
1241 found = 0;
1242 fprintf (logfile, "\n");
1243
1244 for (at = first_archetype; at != NULL; at = at->next)
1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1246 {
1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1248 if (at->clone.randomitems != NULL)
1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1250 else
1251 fprintf (logfile, "(nothing)\n");
1252
1253 fprintf (logfile, "\n");
1254 found++;
1255 }
1256
1257 if (found == 0)
1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1259}
1260
1261/*
1262 * Builds up the lists of artifacts from the file in the libdir.
1263 */
1264void
1265init_artifacts (void) 1189init_artifacts ()
1266{ 1190{
1267 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1268 char filename[MAX_BUF];
1269 artifact *art = NULL; 1192 artifact *art = NULL;
1270 artifactlist *al; 1193 artifactlist *al;
1271 1194
1272 if (has_been_inited) 1195 if (has_been_inited)
1273 return; 1196 return;
1274 else 1197 else
1275 has_been_inited = 1; 1198 has_been_inited = 1;
1276 1199
1277 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1278 object_thawer f (filename);
1279 1201
1280 if (!f) 1202 if (!f)
1281 return; 1203 return;
1282
1283 f.next ();
1284 1204
1285 for (;;) 1205 for (;;)
1286 { 1206 {
1287 switch (f.kw) 1207 switch (f.kw)
1288 { 1208 {
1292 1212
1293 { 1213 {
1294 if (!strcmp (f.get_str (), "all")) 1214 if (!strcmp (f.get_str (), "all"))
1295 break; 1215 break;
1296 1216
1297 char *next, *cp = f.get_str (); 1217 const char *cp = f.get_str ();
1298 1218 char *next;
1299 do 1219 do
1300 { 1220 {
1301 if ((next = strchr (cp, ','))) 1221 if ((next = (char *)strchr (cp, ',')))
1302 *next++ = '\0'; 1222 *next++ = '\0';
1303 1223
1304 linked_char *tmp = new linked_char; 1224 linked_char *tmp = new linked_char;
1305 1225
1306 tmp->name = cp; 1226 tmp->name = cp;
1370 } 1290 }
1371#if 0 1291#if 0
1372 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1373#endif 1293#endif
1374 } 1294 }
1375
1376 LOG (llevDebug, "done.\n");
1377} 1295}
1378 1296
1379/* 1297/*
1380 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1381 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1382 */ 1300 */
1383void 1301void
1384add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1385{ 1303{
1386 int i, tmp;
1387
1388 if (change->face != blank_face) 1304 if (change->face != blank_face)
1389 {
1390#ifdef TREASURE_VERBOSE
1391 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1392#endif
1393 op->face = change->face; 1305 op->face = change->face;
1394 }
1395 1306
1396 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1397 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1398 1309
1399 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1400 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1401 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1402 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1403 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1404 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1405 1316
1406 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1407 SET_FLAG (op, FLAG_CURSED); 1318 {
1408 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1409 SET_FLAG (op, FLAG_DAMNED); 1320 {
1410 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1411 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1412 1339
1413 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1414 SET_FLAG (op, FLAG_LIFESAVE);
1415 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1416 SET_FLAG (op, FLAG_REFL_SPELL);
1417 if (QUERY_FLAG (change, FLAG_STEALTH))
1418 SET_FLAG (op, FLAG_STEALTH);
1419 if (QUERY_FLAG (change, FLAG_XRAYS))
1420 SET_FLAG (op, FLAG_XRAYS);
1421 if (QUERY_FLAG (change, FLAG_BLIND))
1422 SET_FLAG (op, FLAG_BLIND);
1423 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1424 SET_FLAG (op, FLAG_SEE_IN_DARK);
1425 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1426 SET_FLAG (op, FLAG_REFL_MISSILE);
1427 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1428 SET_FLAG (op, FLAG_MAKE_INVIS);
1429
1430 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1431 { 1341 {
1432 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1433 /* so artifacts will join */ 1344 /* so artifacts will join */
1434 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1435 op->speed = 0.0; 1346 op->speed = 0.;
1436 1347
1437 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1438 } 1349 }
1439 1350
1440 if (change->nrof) 1351 if (change->nrof)
1441 op->nrof = rndm (change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1442 1353
1443 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1444 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1445 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1446 1357
1447 if (change->other_arch) 1358 if (change->other_arch)
1448 { 1359 {
1449 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1450 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1451 * this object. 1362 * this object.
1452 */ 1363 */
1453 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1454 { 1365 {
1455 object *tmp_obj;
1456
1457 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1458 while (op->inv)
1459 op->inv->destroy (); 1367 op->destroy_inv (false);
1460 1368
1461 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1462 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1463 } 1371 }
1372
1464 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1465 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1466 } 1375 }
1467 1376
1468 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1484 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1485 else 1394 else
1486 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1487 1396
1488 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1489 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1490 else 1399 else
1491 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1492 1401
1493 if (change->level < 0) 1402 if (change->level < 0)
1494 op->level = -(change->level); 1403 op->level = -change->level;
1495 else 1404 else
1496 op->level += change->level; 1405 op->level += change->level;
1497 1406
1498 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1499 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1500 else 1409 else
1501 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1502 1411
1503 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1504 1413
1505 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1506 if (change->resist[i])
1507 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1508 1416
1509 if (change->stats.dam) 1417 if (change->stats.dam)
1510 { 1418 {
1511 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1512 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1513 else if (op->stats.dam) 1421 else if (op->stats.dam)
1514 { 1422 {
1515 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1516 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1517 { 1426 {
1518 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1519 op->stats.dam--; 1428 op->stats.dam--;
1520 else 1429 else
1526 } 1435 }
1527 1436
1528 if (change->weight) 1437 if (change->weight)
1529 { 1438 {
1530 if (change->weight < 0) 1439 if (change->weight < 0)
1531 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1532 else 1441 else
1533 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1534 } 1443 }
1535 1444
1536 if (change->last_sp) 1445 if (change->last_sp)
1537 { 1446 {
1538 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1539 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1540 else 1449 else
1541 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1542 } 1451 }
1543 1452
1544 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1545 { 1454 {
1546 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1547 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1548 else 1457 else
1549 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1550 } 1459 }
1551 1460
1552 op->value *= change->value; 1461 op->value *= change->value;
1553 1462
1554 if (change->materials) 1463 if (change->materials)
1555 op->materials = change->materials; 1464 op->materials = change->materials;
1556 1465
1557 if (change->materialname) 1466 if (change->material != MATERIAL_NULL)
1558 op->materialname = change->materialname; 1467 op->material = change->material;
1559 1468
1560 if (change->slaying) 1469 if (change->slaying)
1561 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1562 1471
1563 if (change->race) 1472 if (change->race)
1566 if (change->msg) 1475 if (change->msg)
1567 op->msg = change->msg; 1476 op->msg = change->msg;
1568} 1477}
1569 1478
1570static int 1479static int
1571legal_artifact_combination (object *op, artifact * art) 1480legal_artifact_combination (object *op, artifact *art)
1572{ 1481{
1573 int neg, success = 0; 1482 int neg, success = 0;
1574 linked_char *tmp; 1483 linked_char *tmp;
1575 const char *name; 1484 const char *name;
1576 1485
1577 if (art->allowed == (linked_char *) NULL) 1486 if (!art->allowed)
1578 return 1; /* Ie, "all" */ 1487 return 1; /* Ie, "all" */
1488
1579 for (tmp = art->allowed; tmp; tmp = tmp->next) 1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580 { 1490 {
1581#ifdef TREASURE_VERBOSE 1491#ifdef TREASURE_VERBOSE
1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583#endif 1493#endif
1585 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1586 else 1496 else
1587 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1588 1498
1589 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1590 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1591 return !neg; 1501 return !neg;
1592 1502
1593 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1594 * everything is allowed except what we match 1504 * everything is allowed except what we match
1595 */ 1505 */
1596 else if (neg) 1506 else if (neg)
1597 success = 1; 1507 success = 1;
1598 } 1508 }
1509
1599 return success; 1510 return success;
1600} 1511}
1601 1512
1602/* 1513/*
1603 * Fixes the given object, giving it the abilities and titles 1514 * Fixes the given object, giving it the abilities and titles
1605 */ 1516 */
1606 1517
1607void 1518void
1608give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1609{ 1520{
1610 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1611 1522
1612 sprintf (new_name, "of %s", &artifct->name);
1613 op->title = new_name;
1614 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1615 1524
1616#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1617 { 1526 {
1618 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1619 1528
1620 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1621 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1622 if (!identified) 1531 if (!identified)
1623 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1624 } 1533 }
1625#endif 1534#endif
1626 return; 1535 return;
1627} 1536}
1628 1537
1638#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1639 1548
1640void 1549void
1641generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1642{ 1551{
1643 artifactlist *al;
1644 artifact *art; 1552 artifact *art;
1645 int i;
1646 1553
1647 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1648 1555
1649 if (al == NULL) 1556 if (al == NULL)
1650 { 1557 {
1651#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1652 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1653#endif 1560#endif
1654 return; 1561 return;
1655 } 1562 }
1656 1563
1657 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1658 { 1565 {
1659 int roll = rndm (al->total_chance); 1566 int roll = rndm (al->total_chance);
1660 1567
1661 for (art = al->items; art; art = art->next) 1568 for (art = al->items; art; art = art->next)
1662 { 1569 {
1670#if 1 1577#if 1
1671 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1672#endif 1579#endif
1673 return; 1580 return;
1674 } 1581 }
1675 if (!strcmp (art->item->name, "NONE")) 1582
1583 if (art->item->name == shstr_NONE)
1676 return; 1584 return;
1585
1677 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1678 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1679 1588
1680 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1681 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1682 continue; 1591 continue;
1700 */ 1609 */
1701 1610
1702void 1611void
1703fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1704{ 1613{
1705 char tmpbuf[MAX_BUF];
1706 int i;
1707
1708 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1709 { 1615 {
1710 /* change the name */ 1616 /* change the name */
1711 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1712 item->name = tmpbuf;
1713 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1714 item->name_pl = tmpbuf;
1715 1619
1716 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1717 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1718 item->weight = 1;
1719 1622
1720 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1721 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1722 1625
1723 /* food value */ 1626 /* food value */
1724 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1725 1628
1726 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1727 * full effect. 1630 * full effect.
1728 */ 1631 */
1729 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1730 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1731 1634
1732 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1733 item->level = donor->level; 1636 item->level = donor->level;
1734 1637
1735 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1736 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1737 item->type = POISON; 1640 item->type = POISON;
1641
1738 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1739 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1740 SET_FLAG (item, FLAG_NO_STEAL);
1741 }
1742}
1743 1644
1744/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1745int 1646 }
1746special_potion (object *op)
1747{
1748 if (op->attacktype)
1749 return 1;
1750
1751 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1752 return 1;
1753
1754 for (int i = 0; i < NROFATTACKS; i++)
1755 if (op->resist[i])
1756 return 1;
1757
1758 return 0;
1759} 1647}
1760 1648
1761void 1649static void
1762free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)
1763{ 1651{
1764 if (t->next) free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1765 if (t->next_yes) free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1766 if (t->next_no) free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1767 1655
1768 delete t; 1656 delete t;
1769} 1657}
1770 1658
1771void 1659static void
1772free_charlinks (linked_char *lc) 1660free_charlinks (linked_char *lc)
1773{ 1661{
1774 if (lc->next) 1662 if (lc->next)
1775 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1776 1664
1777 delete lc; 1665 delete lc;
1778} 1666}
1779 1667
1780void 1668static void
1781free_artifact (artifact *at) 1669free_artifact (artifact *at)
1782{ 1670{
1783 if (at->next) free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1784 if (at->allowed) free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1785 1673
1786 at->item->destroy (1); 1674 at->item->destroy ();
1787 1675
1788 sfree (at); 1676 sfree (at);
1789} 1677}
1790 1678
1791void
1792free_artifactlist (artifactlist *al)
1793{
1794 artifactlist *nextal;
1795
1796 for (al = first_artifactlist; al; al = nextal)
1797 {
1798 nextal = al->next;
1799
1800 if (al->items)
1801 free_artifact (al->items);
1802
1803 sfree (al);
1804 }
1805}
1806
1807void
1808free_all_treasures (void)
1809{
1810 treasurelist *tl, *next;
1811
1812 for (tl = first_treasurelist; tl; tl = next)
1813 {
1814 clear (tl);
1815
1816 next = tl->next;
1817 delete tl;
1818 }
1819
1820 free_artifactlist (first_artifactlist);
1821}

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